Anima was doing the game design of PS2, heh, in those times we thought we had both time to do several things at once...then reality hit us
Anyways the short answer is that I don't know: the main reason is that a lot depends if Anima manages to write the new RPG Framework in time.
So the rules will depend on the framework I've available, since the new one would have several interesting new features, like "casting time" and possibility of having "interrupt" and such. So a whole different world vs the existing Loren/SOW/QoT framework

In the original doc though, I remember each class was more specialized, so one offensive, one defensive, etc. I think for the psionics the best would be a sort of support class, like a bard in a fantasy game. But this is just an idea for now

so this evening was playing a bit with a new skills idea.
The current thinking is to use one of those system with a starting base skill, and then they branch out in all direction (in the mockup I made them only on top but could be also on bottom.
A bit like the path of exile skills (but of course I wouldn't go so crazy like that one!!). I would also want to have it very open, which means that each character has some predefined starting skills, but you could customize it as you want (well maybe within certain limits though).

Anyway, just an idea for now but I like how the mockup looks and since hopefully next year I'll work on this game... for real this time...